carpedavid
First Post
Wolf72 said:ah okay, I was wondering about this too. I guess it's DnD's version of Wraith.
Originally posted by Iron_Chef
If you'd stop trying to be flip for the sake of being flip, you'd see that this comparison is valid. Both Wraith and Ghostwalk are RPGs in which characters portray ghosts. Wraith does not sell as well as Vampire, Werewolf or most other WW "monster" games, so therefore ghosts are not as popular among gamers as a character choice.
Er... not really. I've played Wraith, and Ghostwalk really isn't anything like Wraith. First of all, there's no angst in Ghostwalk. In Wraith (at least when I played it) you're dead, you're going to stay dead, and you have to deal with it, so there - go and be angsty.
That's not the impression I got at all from reading through Ghostwalk. You're not a ghost in the traditional sense. You don't exist to right a wrong or avenge your death. You're just a spirit that hasn't made it to the afterlife yet. And you're not undead - that's important.
The impression that I get from Ghostwalk is actually the opposite as Wraith. Being a ghost is nifty and all, but the goal is to eventually get back to being living. In fact, the rules as they're written, prevent players from deliberately staying ghosts (once your levels in the eidolon class exceed your total levels in all of your other classes, you have become too ghosty, and get sucked back to the afterlife). It's more of a creative way to deal with PC death than saying, "we spend 500gp to ressurect him," and then moving on.
Would a book about playing vampires in D&D appeal to people? I'd imagine so - I'd probably buy it. That's a different case though, because you have to become a vampire through very specific methods. Anyone can become a ghost simply by dying (at least, a Ghostwalk version of a ghost) - it doesn't matter how. The included campaign setting gives a creative mechanism to make it work, but I don't think it's the main drive behind the book*.
Anyway, I wanted to clear up that misconception. It's not like Wraith in that it's not a book for people who want to play tortured spirits. As far as I can tell, it's a book to add some creativity to the subject of PC death.
*I'd be interested to find out from Monte and Sean whether the idea of playing ghosts came first or the idea for Manifest came first.
Edit: changed "playing" to "staying"
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